Sixth Circle Of SpellCraft

Alright — Sixth Circle is where the training wheels are gone, reality is a suggestion, and mortals step across the line into permanent myth.
Casting one of these is less “using magic” and more rewriting the rules of the game while the gods are watching.


Sixth Circle (The Apotheosis Tier)

System Mapping (5e-style)

  • Equivalent: 8th–9th level D&D spells

  • Damage Output: Variable, but can erase entire armies, continents, or concepts with a single execution.

  • Veil Risk: Total collapse in the area of effect. Rips in the Veil are stable at this tier, meaning once opened, they do not “heal” without equivalent or higher magic.

  • Divine Attention: Every god, Watcher, and major Veil-born within multiple realms feels this casting.

  • Ascension Trigger: Any mortal who survives casting a Sixth Circle spell becomes permanently altered — often becoming a demigod or something greater. Buddha’s ascension through enlightenment is considered a Sixth Circle event. So is the birth of many “god-walkers” who appear in ancient legends.


Defining Traits of Sixth Circle Magic

  • Outside Mortal Context: These spells are rarely meant for the mortal plane — they are designed to affect divine realms, astral planes, hellscapes, or the raw æther beyond.

  • Reality Rewrite: At this level, cause and effect can be inverted, erased, or bypassed entirely.

  • Godlike Signature: Casting leaves a permanent metaphysical “fingerprint” on the world — one that can be tracked across centuries.

  • Living Myths: Those who survive are often written into history as deities, saints, or eternal wanderers.


Signature Sixth Circle Spells


Lotus of the Infinite Path — enlightenment as a weapon

  • School: transmutation/divination hybrid

  • Cast: 7 days of meditation

  • Range: Self (radiates out infinitely)

  • Dur: Permanent

  • Effect: The caster’s soul ascends into full divinity, bringing a domain into existence based on their truth. The domain reshapes reality around it — mountains bend to serenity, weapons become flowers, armies dissolve into contemplation.

  • Damage: Not measured in HP — those who resist take 10d10 psychic + permanent alignment shift.

  • Lore hook: The spell Buddha is believed to have completed, becoming not just enlightened but a new axis for reality.


Bridge of Ten Thousand Spears — warpath between worlds

  • School: conjuration/evocation hybrid

  • Cast: 1 hour

  • Range: Any two realms

  • Dur: Until destroyed

  • Effect: Creates an unbreakable causeway between two planes of existence, lined with spectral soldiers loyal to the caster.

  • Damage: Anyone attempting to cross uninvited suffers 15d10 piercing + divine smite per round.

  • Lore hook: Used once by a mortal warlord to bring an army into the home plane of a god who mocked him — and win.


The Hourglass Reversal — unmake the past

  • School: chronomancy

  • Cast: 24 hours

  • Range: Universal

  • Dur: Permanent timeline overwrite

  • Effect: Reverses a specific event in history, altering the present and future. Caster remains aware of the original timeline.

  • Damage: 5d10 psychic backlash for every year rewritten.

  • Lore hook: Rumored to have been used by Merlin to undo the first death of Arthur Pendragon — at the cost of every Camelot mage’s life.


Throne of Ashes — kill a god’s seat

  • School: necromancy/abjuration hybrid

  • Cast: 8 hours

  • Range: Divine realm only

  • Dur: Permanent

  • Effect: Destroys a god’s domain — their home, worship network, and metaphysical anchor. Without this, the god fades or dies.

  • Damage: 20d10 radiant + necrotic to everything bound to that god within the realm.

  • Lore hook: Blamed for the silent collapse of the minor Greek pantheon of harvest spirits — erased from mortal and divine record alike.


The Nine Mirrors — fracture the self

  • School: illusion/transmutation hybrid

  • Cast: 9 minutes

  • Range: Self / cosmic

  • Dur: Permanent until undone

  • Effect: Splits the caster into nine fully independent selves, each in a different realm. They share awareness but act independently, allowing them to exist in multiple realities at once.

  • Damage: If one self dies, all take 5d10 psychic. If more than half die, the caster’s original soul collapses.

  • Lore hook: One legendary assassin used this to kill nine divine heirs on the same day in separate planes — ending a war before it began.


Eclipse of Crowns — dethrone every ruler

  • School: enchantment/evocation hybrid

  • Cast: 1 day

  • Range: Planetary

  • Dur: Until broken by an equal

  • Effect: Every leader — mortal or divine — loses their title, authority, and metaphysical claim to power. Societies collapse or reform instantly.

  • Damage: Power vacuums are considered the “true” damage here.

  • Lore hook: Forbidden by every Watcher. Last used during the First Pantheon War to reset mortal kingdoms.


Breath of the Maker — create new life in your own image

  • School: conjuration/transmutation

  • Cast: 9 days

  • Range: Global or planar

  • Dur: Permanent

  • Effect: Creates a new intelligent species, with biology and metaphysics defined by the caster. They are bound by instinct to revere the caster as their origin.

  • Damage: Not direct — but the political, social, and magical impact is catastrophic.

  • Lore hook: Several demi-god races in your world may trace origin to Sixth Circle “creators.”


Casting a Sixth Circle in the Modern Age

  • Immediate Divine Notice: Gods will appear — some to bargain, some to kill you before you finish.

  • Permanent Transformation: Surviving mortals are physically, mentally, and spiritually changed — unable to ever return to a normal life.

  • Veil Fallout: This level of breach doesn’t heal — it creates new geography on both sides of the Veil.

  • Watcher Edict: Any unsanctioned Sixth Circle is considered cosmic treason